Texture Hack Xbox Version - dcoopers120/Soul-Calibur-2-Plus GitHub Wiki

Requirements:

  1. Modded Original Xbox or xemu emulator. (https://www.youtube.com/watch?v=NchZ-mHqTb0) (https://www.youtube.com/watch?v=3lt6jiesJ6k&t=338s)
  2. Adobe Photoshop with Nvidia Texture tool plugin for adobe photoshop. It Allows you to save textures as Dxt1,3,5 and P8 files or can use Gimp.
  3. Greed Explorer (https://github.com/dcoopers120/Soul-Calibur-2-Plus/blob/main/GreedXplorer.rar)
  4. Olk Explorer to open up the game files. (https://github.com/dcoopers120/Soul-Calibur-2-Plus/blob/main/OLK_Explorer.zip)
  5. human.olk text file. tells u where characters and weapons are located at. https://github.com/dcoopers120/Soul-Calibur-2-Plus/blob/main/sc2_everyone_character_slot_for_olk_and_greed.txt

Steps:

  1. Figure out who or what you're going to edit. Look for the first file name in the block of the character you want to edit. File 47 pak < Begin MITSURUGI
  2. Open up OLK Explorer. The File4.olk contains stage textures and the File5.olk contains character textures (File5.olk = human.olk). Assuming that we're working on Mitsurugi's first costume, you're going to go to this path: root.olk --> File5.olk --> File47.pkg --> File1.vmx --> Textures
  3. Once you've selected the Textures file from the tree, click the Export button and save it as something meaningful (like mitsurugi1.vxt)
  4. Open the file in GX and choose File > Export Texture > All. Put them somewhere convenient for you. It's probably best to make a copy of the set so that you can have originals and edits.
  5. When opening the textures in Photoshop, a lot of them may ask you if you would like to display existing mipmaps. Always choose 'no', unless you know what you're doing and have a reason to look at the mipmaps.
  6. Use Photoshop or whatever you use to edit the DDS files (only the edit set, leave the originals alone).
  7. When saving - keep the .vxt file open in GX. The list in the bottom left corner shows each texture's format and number of mipmaps - you'll need these for reference when saving.
  8. When you get to the actual saving part choose the file type ".dds" (obviously). With the latest version of nVidia's plugin you'll see two drop-down boxes on the top left. The top one is the one you'll change to make the different file types. You also see the mipmap generation box on the top right. With all textures you're going to want to check the "Generate MIP maps" selection.

9.Looking at the listing in GX you'll see something like the following - 005-DXT5-1-[128x64] 005- This is number of the texture Dxt5 - This is the filetype of the texture 1 - This is the number of mipmaps the texture has 128x64 - This is the dimensions of the texture (edited) [6:19 PM]

  1. The final step to saving is simple. In GX, locate the texture that you're currently saving (by using the red number), then in Photoshop change the filetype and mipmap numbers to match what you see in GX. Do this for every texture you changed. (Note: if the filetype is listed as P256 you have to save as "palette ARGB (256 colors)" - it's located further down the list than all the others.)

  2. Load up the .vxt in GX, then right-click (in the list, not the pictures) on the textures that you changed and choosing Replace Texture by..., then choose your edited texture. Do that for all the textures you edited. Once that's finished, your vxt file should have all your new textures in place. You can use GX to double check this.

  3. Open OLK Explorer again and find the original file you were editing (in our case it was File47.pkg of File5.olk). Browse back to the Textures heading anc click the Import button. Select your newly modified vxt file. Now you should have replaced one version of one costume. However, there are two versions (PAL and NTSC) to every costume (if the character has dialog). I'm not sure which is which, so look for the corresponding costume. In the human.txt you'll see that at the beginning of the character's block, there are 2-3 pkg files followed by 5 blank files, then another group of 2-3 files. The first 2-3 are the first version of all costumes for that character and the second group is the other version. Overwrite the Textures on the corresponding version to make sure you got the right one.